RSX Code Reference
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    • rsx
    • DestructionData

    Class DestructionData

    Contains the computed fracture data for a mesh.

    DestructionData holds all the pieces generated by fracturing a mesh, along with metadata about the original mesh and fracture settings. This data can be used at runtime to spawn debris when a destructable object is destroyed.

    Index
    • Parameters

      • OptionalisInternalConstructor: boolean

      Returns DestructionData

    • get averageMass(): number

      Gets the average mass across all pieces. Used for damage threshold calculation.

      Returns number

    • get averageVolume(): number

      Gets the average volume across all pieces. Used for damage threshold calculation.

      Returns number

    • get interiorMaterial(): Material

      Gets the interior material used for cut surfaces.

      Returns Material

    • get isValid(): boolean

      Determines if this destruction data is valid and ready to use.

      Returns boolean

    • get pieceCount(): number

      Gets the number of pieces.

      Returns number

    • get topLevelPieceCount(): number

      Gets the count of top-level pieces (pieces stored directly, not as children).

      Returns number

    • get totalMass(): number

      Gets the total mass of all pieces combined.

      Returns number

    • get totalVolume(): number

      Gets the total volume of all pieces combined.

      Returns number

    • Activates render and physics meshes for ALL pieces recursively.

      Returns void

      Warning: For deep hierarchies this creates many GPU resources upfront. Prefer ActivateTopLevelMeshes() + FracturePiece::ActivateChildMeshes() for runtime. This method is useful for editor preview or simple cases.

    • Activates render and physics meshes for top-level pieces only.

      Returns void

      Use this for lazy activation - call on first damage to prepare only the pieces that might immediately break off. When a piece breaks, call FracturePiece::ActivateChildMeshes() to prepare the next level.

    • Returns true if top-level meshes have been activated.

      Returns boolean

    • Clears all fracture data, resetting to empty state.

      Returns void